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Nightfind

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Everything posted by Nightfind

  1. Yeah, this happened to me too. I think it only happens with the +1d4 or +2d4 difficulty to Giants wildcards. Like OP stated, first check goes good. After you do the 2nd check, it makes you do a 3rd combat check. In this 3rd combat check it remembers all the card types everyone played - so a character can't play the same card type in this 3rd check if it played it in the 2nd one to assist. Basically it treats the 2nd + 3rd combats as one skill check. Definitely a bug that is causing a 3rd combat roll to be made. Nightfind
  2. This only happens to me with the +1d4 or +2d4 to checks vs Giants wildcards. It seems to roll the increased difficulty die and the 1-4 random property of the henchmen at the same time, then makes that the attack roll. No result occurred, but it banished the henchman and brought up the next card in the location deck for me to face. Nightfind
  3. Yes, the specializations unlock after completing Adventure Deck 3 Nightfind
  4. I disagree with your interpretation of the rule. The MUST part only applies if you want to use the free explore. If you don't want to use the free explore, then you violate no rule. The first part of the rule: You MAY explore your location once each turn without playing a card that allows you to explore - it says you MAY explore your location once per turn free - not have to - If I chose not to use the free explore, I do not need to abide by any conditions related to the free explore If I choose to use the free explore, now I must abide by: this MUST be your first exploration for the turn Even Mike mentions you can use an Ally before your free explore, it just forfeits your free explore because it would not be your first explore of the turn anymore: Quote: If you begin your explore step by playing a Night Watch, you've just terminated the possibility of getting that "first" exploration. Nightfind
  5. Yeah, that first link sums it up: You can play a card to explore before your free explore - it just takes away your free explore. Nightfind
  6. I found an official response in the FAQ: Can I play a blessing or ally to explore my location before I take my "free" exploration on my turn? No. The rulebook says that many effects allow you to explore again on your turn, and we mean that. Resolution: On page 9 of the rulebook, under "Explore," add the following before the first sentence: "You may explore your location once each turn without playing a card that allows you to explore; this must be your first exploration for the turn." Later in the paragraph, strike the sentence "You may explore your location once per turn." Edit: Link: http://paizo.com/paizo/faq/v5748nruor1gk#v5748eaic9ra0
  7. I do remember reading something on the Paizo forums that if you used something to give you an explore before using your "Default Free Explore", you would lose your Free explore because you can't accumulate multiple explores as ArchSenex said. Nightfind
  8. From page 12 of the PDF of the Rules: Remember that players may not play more than 1 of each card type during a check, so if you previously played a spell to affect the check, you may not play a spell to reduce damage
  9. It's the latter - "X Check" means "check with the X trait" (it doesn't matter which card or power provides the said Trait). So, if you're closing a location that requires a Divine skill check, that won't have the Divine trait, and thus Fr. Z won't help? Yeah, everything is fuzzy around this, but if you are indeed performing a "Divine" check rolling using your "Divine" skill - wouldn't using the Divine skill itself add the "Divine" trait to the check. Of course characters without the divine skill are allowed to perform any untrained check using a D4 - but still it would be a Divine die check - still adding the Divine trait. Nightfind
  10. I bought the 10+1 pack. Happened again - another treasure chest with all commons. http://members.shaw.ca/signup_acct/Reno/TreasureChest2.PNG Edit: Interesting that Chameleon and the Robe of Energy Resistance are both in the same spot. Also, Deck 3 and Deck B in the same spot in the bottom as well. Also, 2 legendaries out of the 11 chests this time! Makes up for the zero I got out of the 48 I bought before! Yay! Nightfind
  11. Yeah like I said, I was confused too - I didn't know what to click or if I should click continue. Pointing things out like this and getting it smoothed out so others don't get confused is important. Nightfind
  12. When you are short cards after a scenario, it becomes a 2-step process instead of one - was a little confusing for me at first too. You need to sort out all the other cards categories first removing the extras, then click the continue arrow (with the category you are short in unresolved) This will bring up another screen to let you select the missing cards from the basic cards in the box. Nightfind
  13. I bought one 40+8 pack. No legendaries yet. Having bought the season pass, I need something to spend my gold on. If they made legendaries drop too easily then there wouldn't be much to look forward to. Making something super rare and finally getting it makes the experience more rewarding when it actually happens. Nightfind
  14. Just my preference, but I don't use this weapon. My Melee combat fighters generally have a smaller hand size and generally don't have a lot of healing options. Having to discard a card after using the weapon gives my smaller hand size less options if I want to explore again. Another reason is as you go from Adventure Deck 3 and higher, you come up against a lot of things that do damage before or after you act - not using this weapon keeps the character healthier longer. Nightfind
  15. I just finished updating to patch 1.03 and got enough gold to buy the 40+8 pack of chests. It says you were guaranteed at least a rare in each pack. I got one pack that had all commons: http://members.shaw.ca/signup_acct/Reno/TreasureChest.PNG No legendaries out of that batch... .... gotta save up again for more! Nightfind
  16. I played Quest mode and had this scenario twice - all monsters gaining the undead trait. Harsk had the deathbane crossbow as well. I noticed that he did not get the additional die for the monster who are now supposed to be undead. Both times I played this quest he did not get the extra die on any monster - except for the ones that were already undead of course worked as usual. Party makeup: Seelah, Lini, Harsk, Seoni Difficulty: Heroic
  17. I don't know what the Weasel cards says, but for Lini, she can use a D10 instead of her Strength or Dexterity die. If you are doing a Melee check, then your would be using your melee die, which for her is D4 since she does not have the melee skill. Since she does not have the Melee skill, then melee is not using a Strength or Dexterity die to roll - you are rolling a melee skill die which is D4. Lini can't substitute out a Melee die because it is not a Strength or Dexterity die - it is the untrained D4 skill die you get when using an untrained skill because she is doing a melee check. Nightfind
  18. Yeah, this one got me the first time I ran into it. I tapped the card and all it did was zoom up like normal. Then, I saw I could drag it .... but I didn't remember where to drag it to ... lol So, for bury, you have to drag the card out of your hand and over to the bottom left corner of the screen beside the discard pile. Being consistent and having a Bury button would have been definitely less confusing. Nightfind
  19. I know I am probably not in the majority when I say this, but I like starting with the default cards. I take the view that my adventurers are beginners and don't start out with the best gear and it makes me look forward to acquiring ANY boon pretty much in my first few adventures. But I do agree that it would be a good thing to cover in the tutorial having a character swap out one card for another so they get familiar with the process. Even though I wouldn't use it, I'll give a +1 to having the deck building screen pop up automatically on party creation - sounds more intuitive to me to have that happen and I can just click continue without changing anything if I don't want to.. Nightfind
  20. The season pass includes all of the adventure decks, characters, and promos as they get released for Rise of the Runelords So, you can use your gold for Treasure chests. Treasure chests have cards that are not part of the season pass. If you go into your Gallery, you can see cards with ? on them - most of those will be Treasure chest cards that you have not acquired yet. Each treasure chest comes with 4 cards and you are guaranteed a Rare or better card in that pack. There are 4 types or rarity: Common, Rare, Epic and Legendary. So, attaining all the cards in the game will take a lot of Treasure chests and luck! I am not sure if you can save your Gold and use it on a future Release like Skulls & Shackles or the gold is tied to just to this current adventure: RotR Nightfind
  21. I believe there is a location that if you use a weapon there, it subtracts 1 for every die you use. So, that could be the reason for the difference there. You don't happen to remember the location?
  22. This is how I view difficulty in the game. I see 2 types of difficulty "sliders". The obvious one is the Heroic and Legendary additions. I view the party size as the 2nd one as adding difficulty because you overall have to close more locations with the same amount of time as you increase the party size. If I want a nice balanced game, I pick 3-4 players. If I want to increase the challenge, I can up the difficulty by either going 5-6 players or going to legendary. I view the 6 party members at legendary as the "Ultimate" challenge for the game - going the extreme on both difficulty setting and party size. Nightfind
  23. I second the add for animation to cards - it would add an extra flare. Maybe add animation to just Treasure Cards. That would make them more desirable and "special" to collect and use. You can always add an option to turn card animations off by default to help the performance of some devices. Nightfind
  24. Yeah, wish I paid more attention to what villain and scenario. I don't remember if I had a monster summoned - It might likely have been that a monster (spectre) was summoned before or after the henchman/villain fight, and that caused the moved. That would make sense.
  25. I was playing in Story mode - Heroic. I had Valeros fight a henchman - rolled two 1's!! and failed the check - I think it was the barrier henchman. Then, I noticed he was no longer at the location he was just at - he appeared at a random closed location and I had to end my turn. I had to move him back the next turn to get back to where he was. In another scenario in Story mode - Legendary. I had Merisiel take on the Villain ( I can't remember which one ). Merisiel also failed a combat check and suddenly appeared at a closed location - 2 moves away from where she just was. Is this a bug or am I missing something? I try and not fail checks against henchman and villains so failing doesn't happen often Nightfind
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